Difference between revisions of "Progress Indicators"
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[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | '' | + | ''Information about players' current progress towards closures in addition to the configuration of game elements involved.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
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Modulated by: Direct Information, Game State Overviews | Modulated by: Direct Information, Game State Overviews | ||
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[[Combos]] | [[Combos]] | ||
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[[Grind Achievements]] | [[Grind Achievements]] | ||
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[[Development Time]] | [[Development Time]] | ||
[[Delayed Effects]] | [[Delayed Effects]] | ||
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[[Uncertainty of Information]] | [[Uncertainty of Information]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | - | + | [[Determinable Chance to Succeed]], |
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Game State Indicators]] | ||
+ | [[Near Miss Indicators]], | ||
+ | [[Non-Diegetic Features]], | ||
+ | [[Tension]] | ||
+ | |||
+ | [[Alignment]], | ||
+ | [[Hovering Closures]] | ||
+ | [[Increasing Rewards]], | ||
+ | [[Illusionary Rewards]], | ||
+ | [[Scores]], | ||
+ | [[Traverse]] | ||
+ | |||
+ | Combos or Development Time together with Progress Indicators | ||
==== with ... ==== | ==== with ... ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Achievements]], | |
+ | [[Check Points]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 17:10, 8 July 2016
Information about players' current progress towards closures in addition to the configuration of game elements involved.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Quick Games, Race
Instantiated by: Connection, Supporting Goals
Modulated by: Direct Information, Game State Overviews
Grind Achievements Development Time Delayed Effects
Can Instantiate
Determinable Chance to Succeed, Exaggerated Perception of Influence, Game State Indicators Near Miss Indicators, Non-Diegetic Features, Tension
Alignment, Hovering Closures Increasing Rewards, Illusionary Rewards, Scores, Traverse
Combos or Development Time together with Progress Indicators
with ...
Can Modulate
Extended Actions, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
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History
An updated version of the pattern Progress Indicators that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-